Swazdo-lah, offworlder!
As we re-look at systems within the game, there is one aspect that we haven’t touched in a while, and those are the Augments. As new Augments and new gameplay systems make their way into the game, the older Augments need some attention, and so the team has been assessing what we have and how they can possibly change.
It should be noted that some Augments are tied to abilities that see very little use (such as Pool of Life), however, these will be looked at later on when those same abilities are considered for a rework. For now, this Workshop only covers Augments that we felt we could improve fairly without major overhauls of the base ability as well. They are 'Augments', after all!
This Dev Workshop is to go over the various Augments we are looking at and our considered changes to each one. So, without further ado, let's take a look at what is under the microscope! Keep in mind, all changes here are impacted by other Mods, this is just the proposed changes to the Augment’s themselves!
Hysterical Assault - Hysteria Augment - Valkyr
- Let invulnerability linger for half a second when aiming to prevent getting downed immediately in high-damage areas
- Increased Range
Rising Storm - Blade Storm Augment - Ash
- Attacks by clones will raise the combo counter
- Include a passive benefit to extend the combo counter by a duration
Titanic Rumbler - Rumblers Augment - Atlas
- Increase to damage and speed
- Re-triggering the power will activate the taunt, as well as cause a knockdown effect
Hallowed Eruption - Hallowed Ground Augment - Oberon
- Additional passive ability that triples base duration
Furious Javelin - Radial Javelin Augment - Excalibur
- Increase duration and damage on the buff
Tidal Impunity - Tidal Surge - Hydroid
- Increase the duration of the immunity buff
Magnetized Discharge - Magnetize Augment - Mag
- Include a passive benefit that increases power range for this Ability only
Muzzle Flash - Shooting Gallery Augment - Mesa
- For kills made by a player (self or ally) with Shooting Gallery activated, generate a blinding AoE when threshold is met
Explosive Legerdemain - Sleight of Hand Augment - Mirage
- Increase damage and status chance when triggered
Total Eclipse - Eclipse Augment - Mirage
- Increase range on the buff to other players
Piercing Roar - Roar Augment - Rhino
- Allow Roar to be recast when equipped
- Increase debuff duration based on equipped Mods
- Generate a stagger effect on enemies when the Roar hits
Contagion Cloud - Toxic Lash Augment - Saryn
- Allow buff to activate when enemy is killed by damage over time effects
- General increase on range and damage
Transistor Shield - Electric Shield Augment - Volt
- No additional energy drain when a shield is picked up by another player
- Increase damage conversion %
Target Fixation - Tail Wind Augment - Zephyr
- Remove buff after 2 seconds of being on the ground, instead of immediately
- Damage increase per target hit
Fireball Frenzy - Fireball Augment - Ember
Freeze Force - Freeze Augment - Frost
Smite Infusion - Smite Augment - Oberon
Venom Dose - Spores Augment - Saryn
Shock Trooper - Shock Augment - Volt
- Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster
Please be aware that during this process, tweaks and changes will be made to these alterations provided. We are always open to your feedback, so if you have any thoughts on the proposed changes above, we would love to hear your comments in this forum thread! Please make sure to keep your feedback constructive and concise, so we can better compile your thoughts!